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Trickster – Tier 1 Speed

16
Phase
Armor
Shields Armor Damage
Reduction
Damage
Threshold

12 / 8 / 6 / 0 0 0 4 2 4

Defense Laser 1 (F) Short


1-3
Medium
4-6
Long
7-9
TN TN TN
+1 6 7 8

1 Offense
Laser 2 (F) Short
1-3
Medium
4-6
Long
7-9
Ship Destroyed TN TN TN
6 7 8
2 0
5 Pilot injured 7 Dual Lasers: 1d12 direct fire energy weapon.
Laser 1 +2 TN Laser 2 Single fire: one weapon fires with one attack with no bonus.
Destroyed Destroyed Linked fire: both weapons fire with one attack at -2TN;
3 Spread fire: both weapons fire with two attack rolls at +2TN
6 Armor Compromised
Armor = 0
8
Laser 1 Laser 2
Damaged Damaged
+2 TN 4 +2 TN
Damage Reduction
Destroyed

9 11
Engine Engine
Destroyed Destroyed
-½ MP -½ MP
10 12
Engine Engine
Damaged Damaged
-¼ MP -¼ MP

Ezekiel Hartman (Order #15194049)


Rattler – Tier 1 Speed
20
Phase
Armor
Shields Armor Damage
Reduction
Damage
Threshold

15 / 10 / 5 / 0 0 0 4 0 4

Defense
Blaster (F) Short
1-2
Medium
2-4
Long
5-6

1 +2 TN
4
TN
6
TN
8
Ship Destroyed

2 Offense
Blaster: 1d12 direct fire energy weapon.
Single fire: one weapon fires with one attack with no bonus.
Pilot injured
+2 TN
0
3
Armor Compromised
Armor = 0
Shocker Short
-
Medium
0
Long
-
4 TN TN TN
Attitude Jets Damaged - 2 -
5 -2 TN to be hit 7
Blaster Shocker Shocker: 1d12 energy defensive weapon, range 0
Destroyed Destroyed Affects any ship(s) in the same hex as the Rattler. Pilot may use this
weapon against enemy ships, torpedoes or space mines during another

6 8 player’s turn if the pilot’s turn has not yet been taken, or if he is on
opportunity fire. Ship may not end turn in the same hex as an other player
Blaster Shocker so must use strafing rules to use while moving.
Damaged Damaged
+2 TN +2 TN

9 11
Engine Engine
Destroyed Destroyed
-½ MP -½ MP
10 12
Engine Engine
Damaged Damaged
-¼ MP -¼ MP

Ezekiel Hartman (Order #15194049)


Thunderbolt – Tier 1 Speed
20
Phase
Armor
Shields Armor Damage
Reduction
Damage
Threshold

15 / 10 / 5 / 0 0 0 4 0 4

Defense
Autocannon (F) Short
1-4
Medium
5-8
Long
9-12
1 +2 TN TN TN
Ship Destroyed 6 7 8

2 Autocannon: 2d12 direct fire projectile weapon.


Pilot injured Offense
+2 TN
3 0
Armor Compromised
Armor = 0
4
Attitude Jets Damaged
-2 TN to be hit

5 7
Autocannon Lucky!
Destroyed No Damage

6 8
Autocannon Maneuvering
Damaged Thrusters
+2 TN Hit! No tight
Turns

9 11
Engine Engine
Destroyed Destroyed
-½ MP -½ MP
10 12
Engine Engine
Damaged Damaged
-¼ MP -¼ MP

Ezekiel Hartman (Order #15194049)


North Wind – Tier 1 Speed
16
Phase
Armor
Shields Armor Damage
Reduction
Damage
Threshold

12 / 8 / 6 / 0 0 0 4 0 4

Defense
Blaster 1 (F) Short
1-2
Medium
3-4
Long
5-6
TN TN TN
+1 4 6 8

Offense
Blaster 2 (F) Short
1-2
Medium
3-4
Long
5-6
TN TN TN
1 4 6 8
Ship Destroyed 0
2 Dual Blasters: 1d12 direct fire energy weapon.
Single fire: one weapon fires with one attack with no bonus.
Pilot injured Linked fire: both weapons fire with one attack at -2TN;
+2 TN Spread fire: both weapons fire with two attack rolls at +2TN

3
Armor Compromised
Armor = 0
5 7
Blaster 1 4 Blaster 2
Destroyed Attitude Jets Damaged Destroyed
-2 TN to be hit
6 8
Blaster 1 Blaster 2
Damaged Damaged
+2 TN 9 11 +2 TN
Engine Engine
Destroyed Destroyed
-½ MP -½ MP
10 12
Engine Engine
Damaged Damaged
-¼ MP -¼ MP

Ezekiel Hartman (Order #15194049)


Piranha – Tier 1 Speed
16
Phase
Armor
Shields Armor Damage
Reduction
Damage
Threshold

12 / 8 / 6 / 0 0 0 4 0 4
1
Ship Destroyed Defense
Microwaver (F) Short
1-2
Medium
3-4
Long
5-6
2 +1
TN
5
TN
7
TN
9
Pilot injured
+2 TN Microwaver: ½d12 direct fire energy weapon. Ignores DR, and
3 Offense treats target’s DT as half.
Armor Compromised
Armor = 0 0
4
Manoeuvring Thrusters Torpedo Short
-
Medium
1-12
Long
-
Destroyed
reduce defence by 1 Launcher (F) TN
-
TN
-
TN
-
Torpedoes:

5 7
Torpedo Guided Weapon. Must fire before moving.
Microwaver
Launcher •Torpedo moves at speed 12 towards designated target in
Destroyed
Destroyed front arc. Sideslips and facing changes cost 1.

6 8 •Once torpedo enters the target hex, roll a TN6 attack for
2d12 projectile damage.
Torpedo Ships with defensive weapons may make their
Microwaver
Launcher
Damaged defensive attack before the torpedo makes its attack.
Damaged
+2 TN +2 TN
Ships with defensive bonuses double that bonus
against torpedoes, and ships with defensive penalties
double that penalty as well.
9 11 •If the torpedo does not reach its target, there is a 50%
Engine Engine chance the torpedo loses its target ; if so remove from play.
Destroyed Destroyed If not, torpedo resumes its movement on the following turn.
-½ MP -½ MP
10 12
Engine Engine
Damaged Damaged
-¼ MP -¼ MP

Ezekiel Hartman (Order #15194049)


Kramer –Tier
Kramer– Tier22 Speed
16
Phase
Armor
Shields Armor Damage
Reduction
Damage
Threshold

12 / 8 / 6 / 0 0 4 6 6

1 Defense Minigun (F) Short


1-3
Medium
4-6
Long
7-9
Ship Destroyed Pilot TN TN TN
+1 5 6 7
2
Pilot injured Minigun: 1d12 direct fire projectile weapon. Make 2 attack rolls per
+2 TN Offense combat action.

3 0
Armor Compromised
Armor = 0
4 Missiles Short Medium Long
Rocket Pod - 1-10 -
Destroyed Launcher (F) TN
-
TN
4
TN
-

Ballistic Fire Weapon.


5 7 •Choose a target in range and in arc of fire and place missile tag on
Minigun Minigun ship
Destroyed Destroyed
•During Missile Fire Phase
6 8 If
See
ship still in play, make TN5 Auto-hit
rules for Auto-hit under Missiles
Minigun Minigun Apply Damage (1D12 +/- damage modifier from attack roll)
Damaged Damaged If roll a 1 on attack, missile destroyed
9 +2 TN +2 TN 11 Ships with defensive weapons may make their defensive attack
Engine Engine before the rocket makes its attack. Successful defensive attacks
Destroyed Destroyed eliminate the rocket before it can explode.
-½ MP -½ MP Ships with defensive bonuses double that bonus against rockets,
and ships with defensive penalties double that penalty as well.
10 12
Engine Engine
Damaged Damaged
-¼ MP -¼ MP

Ezekiel Hartman (Order #15194049)


Gauntlet Runner – Tier 2 Speed
8
Phase
Armor
Shields Armor Damage
Reduction
Damage
Threshold

6/4/2/0 0 0 8 4 6

Defense Minigun Short


1-3
Medium
4-6
Long
7-9
(pilot/gunner, 360°) TN TN TN
+0 5 6 7

1 Offense:
Ship Destroyed Gunner
Minigun: 1d12 direct fire defensive projectile weapon. Make 2 attack rolls
2 +1 per combat action. Gunner may use this weapon at any time when using
Crew Hit! opportunity fire.
+2 TN
3 Torpedo Short Medium Long
Armor Compromised - 1-12 -
Armor = 0 Launcher (F) TN
-
TN
-
TN
-
Torpedoes:
4 7
5 DR Cracks! Torpedo
Minigun Guided Weapon. Must fire before moving.
Destroyed Damage Launcher
Destroyed •Torpedo moves at speed 12 towards designated target in
Reduction =0 front arc. Sideslips and facing changes cost 1.
6 8 •Once torpedo enters the target hex, roll a TN6 attack for
Minigun Torpedo 2d12 projectile damage.
Damaged Launcher Ships with defensive weapons may make their
+2 TN 9 11 Damaged defensive attack before the torpedo makes its attack.
Engine Engine +2 TN Ships with defensive bonuses double that bonus
Destroyed Destroyed against torpedoes, and ships with defensive penalties
-½ MP -½ MP double that penalty as well.
•If the torpedo does not reach its target, there is a 50%
10 12 chance the torpedo loses its target ; if so remove from play.
Engine Engine If not, torpedo resumes its movement on the following turn.
Damaged Damaged
-¼ MP -¼ MP

Ezekiel Hartman (Order #15194049)


Widowmaker – Tier 2 Speed
16
Phase
Armor
Shields Armor Damage
Reduction
Damage
Threshold

12 / 8 / 4 / 0 0 0 6 0 6

Defense Autocannon 1 Short


1-4
Medium
5-8
Long
9-12
1 (pilot, F) TN TN TN
Ship Destroyed +0 6 7 8

2
Crew Hit! Offense:
+2 TN Gunner

0+1 Autocannon 2 Short


1-4
Medium
5-8
Long
9-12
3 (pilot, F) TN TN TN
Armor Compromised 6 7 8
Armor = 0
4
Minigun Dual Autocannons: 2d12 direct fire projectile weapon.
Destroyed
Single fire: one weapon fires with one attack roll with no bonus.
5 7 Linked fire: both weapons fire with one attack roll at -2TN;
Spread fire: both weapons fire with two attack rolls at +2TN
Autocannon 1 Autocannon 2
Destroyed Destroyed

6 8 Minigun
Autocannon 1 Autocannon 2
Short Medium Long
Damaged Damaged (gunner, 360°) 1-3 4-6 7-9
+2 TN +2 TN TN TN TN
5 6 7

9 11
Engine Engine
Destroyed Destroyed Minigun: 1d12 direct fire projectile weapon. Make 2 attack rolls per
-½ MP -½ MP combat action.

10 12
Engine Engine
Damaged Damaged
-¼ MP -¼ MP

Ezekiel Hartman (Order #15194049)


Claw – Tier 2 Speed
16
Phase
Armor
Shields Armor Damage
Reduction
Damage
Threshold

12 / 8 / 4 / 0 0 0 6 0 6
Defense Offense:
Gunner

+0 +1 Plasma Gun A (F) Short


1
Medium
2
Long
3
(gunner) TN TN TN
2 4 6

Plasma Gun B (F) Short


1
Medium
2
Long
3
(gunner) TN TN TN
2 4 6

Plasma Gun: 1d12 area energy weapon. This weapon ignores


positional bonuses and penalties.
Single fire: one weapon fires with one attack roll with no bonus.
Linked fire: both weapons fire with one attack roll at -2TN;
Spread fire: both weapons fire with two attack rolls at +2TN
5 7
Plasma Gun A Plasma Gun B
Destroyed Destroyed
1 Missile Launcher (F) Short
-
Medium
1-10
Long
-
6 Ship Destroyed 8 TN TN TN
Plasma Gun A
Damaged 2 Plasma Gun B
Damaged
- 4 -

+2 TN Crew Hit! +2 TN
+2 TN
Ballistic Fire Weapon.
3 •Choose a target in range and in arc of fire and place missile tag on
Armor Compromised ship
9 Armor = 0 11 •During Missile Fire Phase
If ship still in play, make TN5 Auto-hit
Engine
Destroyed 4 Engine
Destroyed See rules for Auto-hit under Missiles
-½ MP Missile Launcher -½ MP Apply Damage (1D12 +/- damage modifier from attack roll)
Destroyed If roll a 1 on attack, missile destroyed
10 12 Ships with defensive weapons may make their defensive attack
Engine Engine before the rocket makes its attack. Successful defensive attacks
Damaged Damaged eliminate the missiles before it can explode.
-¼ MP -¼ MP Ships with defensive bonuses double that bonus against rockets,
and ships with defensive penalties double that penalty as well.

Ezekiel Hartman (Order #15194049)


Shadow – Tier 2 Speed
12
Phase
Armor
Shields Armor Damage
Reduction
Damage
Threshold

9/6/3/0 0 0 6 2 6

Defense Blaster 1 Short


1-2
Medium
3-4
Long
5-6
(pilot, F)
+0
TN TN TN
4 6 8
5 7
Blaster 1 Blaster 2
Destroyed Destroyed
Offense
Blaster 2 Short
1-2
Medium
3-4
Long
5-6
(pilot, F) TN TN TN
6 8 4 6 8
Blaster 3 Blaster 4 0
Destroyed Destroyed
Blaster 3 Short
1-2
Medium
3-4
Long
5-6
(pilot, F)
1 TN
4
TN
6
TN
8
Ship Destroyed

2 Blaster 4 Short Medium Long


Pilot Hit! 1-2 3-4 5-6
+2 TN (pilot, F) TN TN TN
4 6 8
3
Armor Compromised
Armor = 0 Quad Blasters: 1d12 direct fire energy weapon.
Single fire: one weapon fires with one attack roll with no bonus.
4 Linked fire: x weapons fire with one attack roll at -xTN;
9 Damage 11 Spread fire: x weapons fire with x attack rolls at +xTN
Example: 3 weapons firing linked get one attack at -3 TN bonus
Engine Reduction Engine to hit; 3 weapons firing in spread fire get 3 attacks at +3 TN
Destroyed Destroyed Destroyed penalty to hit.
-½ MP -½ MP
10 12
Engine Engine
Damaged Damaged
-¼ MP -¼ MP

Ezekiel Hartman (Order #15194049)


Lightning – Tier 3 Speed
8
Phase
Armor
Shields Armor Damage
Reduction
Damage
Threshold

6/4/2/0 0 4 6 0 8

5 7
Blaster 1 Blaster 2 Defense Heavy Autocannon Short
1-5
Medium
6-10
Long
11-15
Destroyed Destroyed (pilot, F)
-1
TN TN TN
7 8 9
6 8
Blaster 1 Blaster 2 Heavy Autocannon: 3d12 direct fire projectile weapon. Targets double their
Damaged Damaged defenses against this weapon. Speed Restricted, penalty for shooting targets
+2 TN +2 TN Offense:
Gunner 1 & 2
with a speed over 9

+1
1
Ship Destroyed Blaster 1 (F) Short
1-2
Medium
3-4
Long
5-6
2 gunner 1 TN
4
TN
6
TN
8
Crew Hit!
+2 TN
Blaster 2 (F) Short
1-2
Medium
3-4
Long
5-6
3 gunner 2 TN TN TN
Armor Compromised 4 6 8
Armor = 0
4 Blasters: 1d12 direct fire energy weapon.
Single fire: one weapon fires with one attack with no bonus.
Heavy Autocannon
Destroyed
9 11
Engine
Destroyed
Engine
Destroyed
Point Defense Gun
Short Medium Long
-½ MP -½ MP (gunner 2, 360) 1-2 3-4 5-6
10 12 TN
5
TN
7
TN
9
Engine Engine
Damaged Damaged
-¼ MP -¼ MP Point Defense Gun: 1d12 direct fire projectile defensive weapon. Make 2
attack rolls per combat action; choose only one of the results. Gunner may
use this weapon at any time when using opportunity fire (to attack incoming
Torpedoes).

Ezekiel Hartman (Order #15194049)


Highlander – Tier 3 Speed
8
Phase
Armor
Shields Armor Damage
Reduction
Damage
Threshold

6/4/2/0 0 4 6 0 8

Defense Heavy Blaster Short


1-3
Medium
4-6
Long
7-9
(pilot, F)
1 -1
TN
4
TN
6
TN
8
Ship Destroyed

2 Heavy Blaster: 2d12 direct fire energy weapon. Speed Restricted, penalty
for shooting targets with a speed over 9
Crew Hit! Offense:
+2 TN Gunner 1 & 2

3 +1
Armor Compromised
Minigun 1 Short
1-3
Medium
4-6
Long
7-9
Armor = 0 (gunner 1, F) TN TN TN
5 6 7
4
Pulse Emitter Minigun 2 Short
1-3
Medium
4-6
Long
7-9
Destroyed
(gunner 1, F) TN TN TN
5 6 7

5 7 Dual Miniguns: 1d12 direct fire projectile weapon. 2 attack rolls per combat
Heavy Blaster Both Miniguns
Destroyed Destroyed action per weapon.
Single fire: one weapon fires with two attack rolls with no bonus.
6 8 Linked fire: both weapons fire with two attack rolls at -2TN;
Spread fire: both weapons fire with four attack rolls at +2TN
Heavy Blaster Both Miniguns
Damaged Damaged
+2 TN +2 TN
Pulse Emitter Short
1-2
Medium
3-4
Long
5-6
9 11 (Gunner 2, 360°) TN
5
TN
7
TN
9
Engine Engine
Destroyed Destroyed
-½ MP -½ MP Pulse Emitter: 1d12 direct fire defensive energy weapon. If target fails to
save against the attack, weapon score at least one critical hit on target even
10 12 if rolled damage is not enough to overcome the target’s DT. Gunner may use
Engine Engine this weapon at any time when using opportunity fire.
Damaged Damaged
-¼ MP -¼ MP

Ezekiel Hartman (Order #15194049)


Dauntless – Tier 3 Speed
8
Phase
Armor
Shields Armor Damage
Reduction
Damage
Threshold

6/4/2/0 0 6 4 0 8

Defense Rail Gun Short


-
Medium
9-24
Long
-
(pilot, F)
-1
TN TN TN
- 7 -
1
Ship Destroyed Rail Gun: 4d12 direct fire projectile weapon. Targets treat armor as half value.
Targets double their defenses against this weapon. Strafing and positional
2 Offense:
Gunner
penalties are doubled, but formation flying penalties are ignored. Speed
Crew Hit! Restricted, penalty for shooting targets with a speed over 8
+2 TN +1
3 Twin Torpedo Short
-
Medium
1-12
Long
-
Armor Compromised Launcher (F) Torpedoes: TN TN TN
Armor = 0 - - -

4
Torpedo Launcher Guided Weapon. Must fire before moving.
Destroyed •Torpedo moves at speed 12 towards designated target in front arc.
Sideslips and facing changes cost 1. see rules for moving torpedoes
5 8 •Once torpedo enters the target hex, roll a TN6 attack for 2d12 projectile
Minigun damage.
Rail Gun
Destroyed 6 7
Damaged Ships with defensive weapons may make their defensive attack
Rail Gun +2 TN before the torpedo makes its attack.
Damaged Minigun Ships with defensive bonuses double that bonus against torpedoes,
Destroyed and ships with defensive penalties double that penalty as well.
+2 TN •If the torpedo does not reach its target, there is a 50% chance the
9 11 torpedo loses its target ; if so remove from play. If not, torpedo resumes
Engine Engine its movement on the following turn.
Destroyed Destroyed •May Launch 2 torpedoes at a time
-½ MP 10 12 -½ MP
Engine Engine
Damaged Damaged Minigun Short
1-3
Medium
4-6
Long
7-9
-¼ MP -¼ MP
(gunner 1, 360°) TN TN TN
5 6 7

Minigun: 1d12 direct fire projectile defensive weapon. Make 2 attack rolls per
combat action. Gunner may use this weapon at any time when using opportunity
fire.

Ezekiel Hartman (Order #15194049)


Dark Queen – Tier 3 Speed
8
Phase
Armor
Shields Armor Damage
Reduction
Damage
Threshold

6/4/2/0 0 6 4 0 8
Defense

-1 Missiles Short
-
Medium
1-10
Long
-
1 Launcher (F) TN TN TN
Ship Destroyed - 4 -

2 Offense: Ballistic Fire Weapon.


Crew Hit! Gunner 1&2
•Choose a target in range and in arc of fire and place missile tag on ship
+2 TN
+1 •During Missile Fire Phase
3 If ship still in play, make TN5 Auto-hit
See rules for Auto-hit under Missiles
Shields Down
Apply Damage (1D12 +/- damage modifier from attack roll)
Shields = 0
5 7 Ifroll a 1 on attack, missile destroyed
Autocannon 1 4 Autocannon 2 Ships with defensive weapons may make their defensive attack before
the rocket makes its attack. Successful defensive attacks eliminate the
Destroyed Missile Launcher Destroyed rocket before it can explode.
Destroyed
6 8 Ships with defensive bonuses double that bonus against rockets, and
ships with defensive penalties double that penalty as well.
Autocannon 1 Autocannon 2
Damaged Damaged
+2 TN +2 TN Autocannon 1 Short
1-5
Medium
6-10
Long
11-15
(Gunner A, F) TN TN TN
9 11 6 7 8

Engine Engine
Destroyed Destroyed Autocannon 2 Short
1-5
Medium
6-10
Long
11-15
-½ MP -½ MP
(Gunner B, F) TN TN TN
10 12 6 7 8

Engine Engine
Damaged Damaged Dual Autocannons: 2d12 direct fire projectile weapon.
-¼ MP -¼ MP Single fire: one weapon fires with one attack roll with no bonus.

Ezekiel Hartman (Order #15194049)


Efreeti – Tier 3 Speed
8
Phase
Armor
Shields Armor Damage
Reduction
Damage
Threshold

6/4/2/0 0 4 6 0 8

Defense Heavy Blaster Short


1-5
Medium
6-10
Long
11-15
(pilot, F)
-1
TN TN TN
4 6 8
1
Ship Destroyed Heavy Blaster: 2d12 direct fire energy weapon. Speed Restricted, penalty
for shooting targets with a speed over 9
2 Offense:
Gunner 1 & 2
Crew Hit!
+2 TN +1
Minigun 1 Short Medium Long
3 (gunner 1, F)
1-4
TN
5-8
TN
9-12
TN
Armor Compromised 5 6 7
Armor = 0
4 Minigun 2 Short
1-4
Medium
5-8
Long
9-12
Pulse Emitter (gunner 1, F) TN TN TN
Destroyed 5 6 7

5 7 Dual Miniguns: 1d12 direct fire projectile weapon. 2 attack rolls per combat
Heavy Blaster Both Miniguns action per weapon.
Single fire: one weapon fires with two attack rolls with no bonus.
Destroyed
6 8 Destroyed
Linked fire: both weapons fire with two attack rolls at -2TN;
Heavy Blaster Both Miniguns Spread fire: both weapons fire with four attack rolls at +2TN
Damaged Damaged
+2 TN +2 TN
Pulse Emitter Short
1-2
Medium
3-4
Long
5-6
9 11 (Gunner 2, 360°) TN
5
TN
7
TN
9
Engine Engine
Destroyed Destroyed
-½ MP -½ MP Pulse Emitter: 1d12 direct fire defensive energy weapon. If target fails to
save against the attack, weapon score at least one critical hit on target even
10 12 if rolled damage is not enough to overcome the target’s DT. Gunner may use
Engine Engine this weapon at any time when using opportunity fire.
Damaged Damaged
-¼ MP -¼ MP

Ezekiel Hartman (Order #15194049)


Firebird – Tier 3 Speed
8
Phase
Armor
Shields Armor Damage
Reduction
Damage
Threshold

6/4/2/0 3 4 4 0 6

Defense Rail Gun Short


-
Medium
9-24
Long
-
(pilot, F)
-1
TN TN TN
- 7 -
1
Ship Destroyed Rail Gun: 4d12 direct fire projectile weapon. Targets treat armor as half
value. Targets double their defenses against this weapon. Strafing and
2 Offense:
Gunner
positional penalties are doubled, but formation flying penalties are ignored.
Crew Hit! Speed Restricted, penalty for shooting targets with a speed over 8.
+2 TN +1
3 Minigun Short
1-4
Medium
5-8
Long
9-12
Armor Compromised (gunner 1, 360°) TN TN TN
Armor = 0 5 6 7

4 Minigun: 1d12 direct fire projectile defensive weapon. Make 2 attack rolls
Torpedo Launcher per combat action. Gunner may use this weapon at any time when using
Destroyed opportunity fire.

5 8 Torpedo Launcher (F) Short Medium Long


Minigun - 1-12 -
Rail Gun Torpedoes:
Destroyed 6 7
Damaged TN
-
TN
-
TN
-
Rail Gun +2 TN
Damaged Minigun
Destroyed
+2 TN
Guided Weapon. Must fire before moving.
9 11 •Torpedo moves at speed 12 towards designated target in front arc.
Engine Engine Sideslips and facing changes cost 1.
Destroyed 10 12 Destroyed
•Once torpedo enters the target hex, roll a TN6 attack for 2d12
-½ MP Engine Engine -½ MP projectile damage.
Damaged Damaged Ships with defensive weapons may make their defensive attack
-¼ MP -¼ MP before the torpedo makes its attack.
Ships with defensive bonuses double that bonus against
torpedoes, and ships with defensive penalties double that penalty
as well.
•If the torpedo does not reach its target, there is a 50% chance the
torpedo loses its target ; if so remove from play. If not, torpedo
resumes its movement on the following turn.

Ezekiel Hartman (Order #15194049)


Devil’s Spawn – Tier 3 Speed
8
Phase
Armor
Shields Armor Damage
Reduction
Damage
Threshold

6/4/2/0 3 4 4 0 6

Defense Autocannon 1 Short


1-5
Medium
6-10
Long
11-15
(gunner 1, F) TN TN TN
-1 6 7 8

1
Ship Destroyed Autocannon 2 Short Medium Long
1-5 6-10 11-15
2 Offense:
Gunner 1 & 2
(gunner 1, F) TN TN TN
Crew Hit! 6 7 8
+2 TN +1
3 Dual Autocannons: 2d12 direct fire projectile weapon.
Single fire: one weapon fires with one attack roll with no bonus.
Armor Compromised
Linked fire: both weapons fire with one attack roll at -2TN;
Armor = 0 Spread fire: both weapons fire with two attack rolls at +2TN
4
Rail Gun
5 7
Both
Destroyed
Both Miniguns
Minigun 1 Short
1-4
Medium
5-8
Long
9-12
Autocannons
Destroyed
Destroyed (gunner 2, F) TN TN TN
5 6 7

6 8 Minigun 2 Short Medium Long


Both 1-4 5-8 9-12
Both Miniguns
Autocannons
Damaged
Damaged (gunner 2, F) TN TN TN
5 6 7
+2 TN +2 TN
9 11 Dual Miniguns: 1d12 direct fire projectile weapon. 2 attack rolls per combat
Engine Engine action per weapon.
Destroyed Destroyed
Single fire: one weapon fires with two attack rolls with no bonus.
-½ MP 10 12 -½ MP Linked fire: both weapons fire with two attack rolls at -2TN;
Engine Engine Spread fire: both weapons fire with four attack rolls at +2TN
Damaged Damaged
-¼ MP -¼ MP
Rail Gun: 4d12 direct fire projectile weapon. Targets treat armor as half
Rail Gun Short
-
Medium
9-24
Long
-
value. Targets double their defenses against this weapon. Strafing and
positional penalties are doubled, but formation flying penalties are ignored.
(pilot, F) TN TN TN
Speed Restricted, penalty for shooting targets with a speed over 8.
- 7 -

Ezekiel Hartman (Order #15194049)


Piranha 12
Devil's Spawn 10-12 Shadow 10-12 North Wind 10-11
Firebird 7-9 Claw 7-9 Rattler 7-9
Efreeti 4-6 Widow Maker 4-6 Thunderbolt 4-6
Lightning 1-3 Kramer 1-3 Trickster 1-3

Ship Roll D12 Ship Roll D12 Ship Roll D12

Tier 3 Tier 2 Tier 1

Tier 1 Tier 2 Tier 3

Roll D12 Ship Roll D12 Ship Roll D12 Ship

1-3 Trickster 1-3 Kramer 1-3 Lightning


4-6 Thunderbolt 4-6 Widow Maker 4-6 Efreeti
7-9 Rattler 7-9 Claw 7-9 Firebird
10-11 North Wind 10-12 Shadow 10-12 Devil's Spawn
12 Piranha

Ezekiel Hartman (Order #15194049)

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